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Feudal Warfare
25mm Feudal Era Miniatures Rules
By
Wes Rogers
Last updated July 10, 2000
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Background:
These rules are intended for use at conventions,
where a fairly simple set of rules is usually needed,
where there is a referee running the event,
and where the scenario is a traditional 2-sided linear battle.
The "Feudal" era is taken to be the 500 or so years from the end of the Dark Ages,
up until the "high" Middle Ages began, in Western Europe:
Roughly A.D. 750-1250.
Note that the rules do NOT have super-powered longbows!
The longbow as a truly decisive weapon did not come into its own
until the end of the period these rules cover.
The game scale is almost skirmish level: 1 figure represents 5 men.
This allows the petty battles common to the period
to be played out, with a few hundred men on each
side, and still have an interesting number of figures.
Game Size:
The rules are intended for the fairly small battles which made
up the majority of Feudal era warfare.
A typical unit might be 50-100 men (10-20 figures).
Each player should command 1-4 units.
A game this size should take about four hours to play,
under average convention conditions (exclusive of setup/takedown),
with 2-4 players per side.
Game Scales:
- Each figure represents 5 infantry or cavalry.
- One inch represents about 5 paces.
- A turn is an undefined amount of time,
but about 10 minutes seems right, all things considered.
- The rules use 10-sided dice (D10) for all random events.
Troop Types:
- Cavalry: Cavalry are divided into:
- Light cavalry, wearing little or no armor and mounted on small, weak horses.
- Heavy cavalry, usually mounted sergeants commanded by knights,
mounted on large, strong horses. This is majority of cavalry in this period.
- Armored cavalry, made up entirely of men in full armor (very rare!).
- Infantry: Infantry are divided into:
- Light infantry, wearing little or no armor and operating mostly in loose order.
Most missle troops are light infantry.
- Heavy infantry, wearing some body armor and operating in close order.
- Armored infantry, wearing full body armor and carrying shields.
Units:
A typical unit should be a band of 6-24 figures.
12-16 figures is the usual range.
All the figures in a unit must have the same morale grade and
be rated with the same armor class (light, heavy, or armored).
For effect, a mixture of figures in a unit looks best.
It would be very rare for an entire unit to wear full mail
and shields.
Missile figures may be mixed in with non-missile figures,
but foot and cavalry figures may not be in the same unit.
Morale Grades:
There are six morale grades:
A (the best), B, C, D, E, and F. Grade D troops are "average";
Grade F troops are raw peasants.
Note that morale is a complex issue, very much simplified here.
Not all knights are Grade A or B: They are very touchy men,
and can lose confidence or get "miffed" easily.
This might justify a lower grade for a particular skirmish.
Formations:
Well, there are really no "formations" as such in this period.
You should form your units up in rectangular blocks,
usually at least two ranks deep (for morale purposes),
but this is not strictly necessary.
In the movement section, you will notice
that very wide units do not move as
fast as narrower ones.
Strictly for convenience, the rules
call these wider units "lines" and
the narrower ones "columns".
A column is any formation up to 8 figures wide.
A line is a formation 9 or more figures wide.
A square is a formation with the figures
facing out on all sides. It is possible only to infantry.
A unit cannot move unless all its figures are facing the
same direction.
Bent Lines:
An infantry unit may form a bent line.
If in a bent line, it may not move until it
changes formation back to a straight line.
An enemy unit may not claim a flank or rear charge unless it
is attacking the far end of a bent line, not one of the
inside angles.
Mounting Figures:
Infantry should be mounted 15-20mm wide per figure.
Cavalry should be mounted 20-25mm wide per figure.
You may mount figures individually or on stands.
Leaders: A leader is given command of a specific set of units (his "battle"),
and cannot influence other units.
One leader on each side is designated the "C-in-C", who may influence any unit.
A leader is given a charisma rating, which he adds to morale scores
of units to which he is attached. Roll 1D10 to determine charisma:
Command Radius:
A leader is also given a Command Radius of 10" (50 paces -- about
the distance he could shout!).
If a general is attached to a unit, he may add his charisma to its morale test scores;
this does not affect his command radius.
An attached general must be in the front center of the
unit, and his command radius is measured from there.
Units outside their leader's command radius suffer morale penalties.
Measure command radius from the head of the leader's figure
to the nearest point of the target unit.
Contents
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Turn Sequence
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1) Roll for initiative. High-scoring side picks Side A or Side B this turn. |
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2) Side A does all movement; side B does evade moves. |
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3) Side B does all movement; side A does evade moves
(legal even if the unit has already moved this turn). |
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4) Infantry charged
by steady troops (steady at time of contact)
must test morale before shooting. |
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5) Do all shooting. Charging infantry tests morale to charge home vs. cavalry or steady infantry. |
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6) Fight combats. Losing units test morale. |
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Steady and Unsteady Troops:
A unit is steady if:
- In good terrain,
- In close order,
- Grade D or better,
- Has not failed morale earlier this turn.
A unit is unsteady if:
- Grade E-F,
- Failed morale earlier this turn,
- Skirmishing,
- In broken terrain,
- Charging into or out of broken terrain,
- Infantry contacted by cavalry.
Skirmish Movement:
Skirmish movement is slower than might be expected.
This reflects lack of command control.
However, skirmishing figures may move and face freely in any direction;
they do not need to "maneuver".
Only light troops may skirmish.
A skirmishing unit must have 1" between the figures in the unit, or it
is not a skirmishing target vs. shooting hits.
Units allowed to skirmish do so because this is their "preferred"
tactic -- the one then men have been taught to
use since childhood, and the only one they know.
A unit which is to skirmish must be placed in skirmish
order at the start of the game, and
may not re-form into close order during the game.
Charging:
A "charge" move is simply a normal move that is made to contact the enemy.
The last 2" of a charge move must be straight forward.
A unit may not approach within 2" of an enemy unit unless charging.
There is no "charge bonus" movement, nor are there any "countercharges".
Some units cannot charge:
- Foot may not charge cavalry.
- Skirmishers may not charge.
Evading a Charge:
Skirmishers may evade an enemy charge.
The evading unit moves away from the charge at least 1/2 an evade move,
within a 45° arc to either side of the line of the charge.
The unit must end the move facing away from the charge.
The charger may continue his charge in a straight line if desired, or halt at point of contact.
An evading unit may shoot at 1/2 effect before evading.
Pursuit:
In the basic rules, there is no pursuit of a defeated enemy, for the
sake of simplicity. There is an optional rule which covers pursuit.
Movement Table
| Troop Type |
Move |
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Infantry in Column
Infantry in Line or Skirmish
Skirmishers evading
Armored infantry penalty:
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12"
6"
12"
-2"
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Light Cavalry or Leaders
Heavy or Armored Cavalry
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20"
16" |
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Maneuver Table
| Maneuver |
Cost |
| Wheel |
Half speed about one flank of the unit. |
| Re-arrange and/or re-face the figures
in the unit
(only once per turn) |
Full move.
One stand or figure must remain stationary or rotate to
a new facing about its center;
the other stands then reform around it.
No figure may move more than 4" during
a re-arrangement maneuver.
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| Sidestep |
2" per turn (full speed if skirmishing). |
| Oblique @45° |
1/4 speed, infantry only. |
| Retire, same facing |
1/4 speed (full speed if skirmishing). |
Pass Through Another Unit
(applies to skirmishers
as well as closer-order
troops) |
No movement cost; however, one unit must stand still that turn,
and both units become unsteady for the rest of the turn.
Units may not charge through other close-order units
into contact with the enemy. |
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Basic Procedure:
- Roll 1D10 per three shooting figures. Round up a final remainder
of two figures. For example, an 11-figure unit would roll four dice when it shoots,
but a 10-figure unit would roll only three dice.
- Modify the scores rolled according to the relevant shooting modifiers,
and cross-index on the Shooting Table to see if the required scores to hit
were achieved.
Ranges:
Due to the small scale of these rules, only "close" range
shooting is covered. Shots at longer ranges would not build up enough
effective losses in time to be considered here.
Arc of Fire:
Arc of fire is 45° to either side of the shooting figure's front center.
Ranks Able to Fire:
Two ranks of figures may fire.
Moving and Shooting:
Troops (if not charging)
may make half a move and shoot at a penalty.
Charging troops may not fire.
Shooting and Evading:
A unit which wishes to evade may shoot at half effect before evading.
Shooting into a Combat:
This is forbidden unless the target unit has a "hanging flank"
of at least six figures. The hanging flank may then be shot at normally.
These losses do not count toward combat losses that turn.
Priority of Fire:
A unit must shoot first at any enemies charging it.
If not being charged, and stationary,
it may shoot at any target that passed through its range and arc of fire
this turn. If it moved, it may only shoot at targets still in range
and arc of fire at the end of all movement.
Splitting Fire:
Normally, a unit must concentrate its fire onto one target.
If there are figures which cannot hit the
first target selected, they may shoot at some other target,
concentrating as much as possible.
If a unit is being charged, it must split its fire
as evenly as possible among all the units charging it.
Overhead Fire:
Troops may direct shooting over the heads on intervening units,
provided there is at least 2" between the rear of the blocking
unit and the target, and that some part of the
shooting unit can see some part of the target.
There is a penalty for overhead shots.
Note that crossbows may also do overhead shooting
(crossbows were just as capable of overhead shooting as
any other weapon).
Crossbows Reloading:
Crossbow-armed units must stand for one
turn and reload before they may shoot again.
If part of the unit shoots, the whole unit
counts as shooting.
Mixed Weapons Shooting:
If a unit contains a mixture of missile weapons,
you must shoot with the worst weapon
type in the unit.
Mixed Troops as Targets:
If you shoot at a target which contains a
mixture of troop types, the shooter
may select which troop type receives half
the hits (rounded up), and the other
player may select which troop type receives the
second half of the hits.
Shooting Table
| Type of Shooting |
Range |
Scores to Hit Target Types |
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Light |
Heavy |
Armored |
Thrown Weapons | 6" |
8-10 |
10 |
NIL |
Light Bows,
Slings | 12" |
8-10 |
10 |
NIL |
Crossbows
(must reload
for 1 turn) | 16" |
7-10 |
8-10 |
9-10 |
| Longbows | 16" |
8-10 |
9-10 |
10 |
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Shooting Modifiers
| Vs. skirmishers: |
-1 |
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Vs. soft cover: |
-1 |
| Vs. hard cover: |
-2 |
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Shooter moved: |
-1 |
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Natural Scores:
A "natural" 10 is always a hit.
A "natural" 1 is always a miss.
"Natural" Die Scores
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Basic Procedure:
- Roll 1 die per four eligible infantry figures in a combat.
- Roll 1 die per three eligible cavalry figures in a combat.
- Round up a final remainder of 3 infantry or 2 cavalry.
- The base chance to hit is 6-10.
- Count all the unit's figures in its first two ranks,
regardless of overlap or actual contact
(but see Squares in Combat below).
Multi-Unit Combats:
If a unit is in combat with several enemies,
divide its dice as evenly as possible among all the targets.
Round dice toward targets with which the striking unit has the most figures in combat,
if necessary.
Flank/Rear Attacks:
To be eligible for the flank/rear bonus,
the striking unit must have started
its charge move partly or wholly behind
the target of the charge (see diagram below).
If the unit is eligible for this bonus,
it keeps it for the entire combat against the target unit in question.
Striking to Flank or Rear:
If a unit is under a flank/rear attack,
it may still strike normally at the enemy unit,
using its normally-eligible front-rank figures.
However, it suffers a penalty.
Contact at an Angle:
When one unit charges to contact with another at an angle,
both units "freeze" in place at the point of contact.
Neither may move or adjust figures (except to remove losses) until the combat ends.
Squares in Combat:
When a square fights infantry, count only the figures on the face
of the square in contact with that enemy unit.
When a square fights cavalry, count all four faces of the square.
Charge Moves and Contact at an Angle
Base Score to hit = 6-10
Combat Modifiers
| Cavalry in or vs. broken terrain: |
-2 |
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Vs. steep slope or obstacle |
-1 |
| Flank/rear attack: |
+3 |
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Striking to flank/rear: | -3 |
| Skirmishers: |
-3 |
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Vs. soft cover: |
-2 |
| Steady cavalry, 1st charge of game: |
+2 |
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Vs. hard cover: |
-3 |
| Cavalry vs. foot: |
+2 |
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Foot vs. cavalry: |
-2 |
| Each grade higher (to +3): |
+1 |
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Each grade lower (to -3): |
-1 |
| Heavier troops vs. lighter troops: |
+1 |
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Lighter troops vs. heavier troops: |
-1 |
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Natural Scores:
A "natural" 10 is always a hit. A "natural" 1 is always a miss.
"Natural" Die Scores
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Basic Procedure:
- To test, roll 1D10 and modify as applicable.
- If the final score meets the required score to pass,
the unit passes; otherwise it fails and must roll on the retreat chart.
- "Natural scores" do not apply to
morale tests: Modifiers may make it impossible
to pass morale.
Shattered Units:
If a unit suffers enough losses, it can no longer function,
and is removed from play at the end of the current phase.
This is called being shattered.
If a unit suffers 3/4 losses, it is shattered.
When to Test Morale
| Vs. Enemy Charge: |
If infantry is contacted by a steady enemy unit, it must test.
Take this test before shooting. |
| To Charge Home: |
After receiving shooting hits, infantry must test to charge
home against steady infantry, or any cavalry. |
| If Losing A Combat: |
If a unit suffers more hits in combat than it inflicts, it must test. |
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Rout Moves:
When a unit routs, roll on the Rout Distance Chart
to see how far it retreats, and the "rout hits"
it suffers (which may shatter the unit).
Then move the unit so that it ends up the required distance straight
back towards its baseline from its original position.
It may follow any desired path to reach this location,
so long as its "center of mass" does not go more than 8"
to either side of a straight line back.
This is its "rout corridor" (see diagram).
A routing unit may flow freely through friends, and through 3"
gaps between other units or impassable terrain.
If it cannot avoid contacting an enemy unit or impassible terrain, it is shattered.
If the routing unit moves through a friend (it does not have 3" clear), the friend
suffers 2 rout hits. This applies to skirmishers as well as close-order units.
Rout Movement
Ending a Rout Move:
When the unit completes its rout move,
it normally stays in the same formation,
but squares must end the rout move in column.
It may end the rout in any facing.
When a unit ends a rout move,
it may not move (voluntarily) or shoot for the rest of the turn,
and is unsteady for the rest of the turn.
At the start of the next turn, it is OK again.
There are some common cases when morale tests are not needed:
- If charging a flank/rear,
- If cavalry charges cavalry, meets a cavalry charge, etc.
Scores Needed to Pass Morale
| Grade |
A |
B |
C |
D |
E |
F |
| Score Needed |
2 |
3 |
4 |
5 |
6 |
7 |
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Modifiers to Morale Score
| Foot meeting charge by steady cavalry: |
-3 |
| Each 25% total losses suffered: |
-2 |
| Charged on flank or rear: |
-2 |
| Leader with unit/no leader in CR: |
+?/-1 |
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Rout Distance Table (1D10)
| Score |
Rout Distance and Hits Suffered |
| 1 or less |
Unit is shattered at once and removed from play. |
| 2-4 |
Recoil 16". Unit suffers 6 rout hits. |
| 5-7 |
Recoil 12". Unit suffers 4 rout hits. |
| 8-10 |
Recoil 6". Unit suffers 2 rout hits. |
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Modifiers to Rout Distance Score
| Charisma value of attached leader: |
+? |
| No leader in command radius: |
-1 |
| Grade A/B/C/D/E/F: |
+3/+2/+1/+0/-1/-3 |
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There can be many types of terrain in a wargame;
the rules below cover only the most common types.
You should change or add to these rules
as desired to fit a particular battle.
Woods:
Woods are two contours high.
Troops must be within 1" of the edge to see into or out of the woods.
Troops concealed on the edge are not seen at more than 8" distance,
unless they fire. They are then spotted.
Visibility and maximum shooting range inside is also 8".
Woods give no cover in combat, but soft cover vs. shooting.
Woods are broken terrain.
Skirmishing infantry moves through woods normally.
Other infantry move at half speed. Cavalry moves at 1/4 speed.
Note on Charging to Contact in Woods:
When a unit charges to contact
in or into a woods, it may not claim any cover vs.
the target's defensive fire.
Rough Ground:
This is an area of light woods, scattered trees and
brush, rocky ground, etc.
Skirmishers move normally through rough ground;
other troops move at 1/2 speed.
Rough ground counts as broken terrain.
Hills:
Gentle hills have no effects other than to stop
visibility beyond their crestlines.
Steep hills are broken terrain.
Infantry moves uphill on steep hills at half speed.
Other troops move at half speed in any direction on steep hills.
Towns:
Towns are represented by "blocks", each with a maximum "garrison size".
Towns are broken terrain, and are impassable except for foot,
or troops passing through on roads.
Up to half the maximum garrison may fight or shoot out of any side of the block.
Troops in a town have no flanks or rear.
Towns are one contour high, and usually give soft cover vs. combat and ballshot,
and hard cover vs. small arms and canister.
Troops forced to recoil due to morale must abandon the town.
It costs 1/2 move to enter or leave a town, unless charging at the town;
it then costs nothing.
When you rout an enemy out of a town in combat,
you may enter and occupy it at the end of the phase.
A Town Block
Obstacles:
These are such things as streams, river fords,
stone walls, hedges, and ditches.
They usually cost 2" per rank of figures to cross,
and troops crossing or charging into them count as
unsteady for the rest of the turn.
Some may give various levels of cover,
and may be impassable to certain types of troops.
Rivers:
These are impassable except at bridges and fords.
Troops may cross a bridge in a 3-4 figure wide column.
A bridge is considered "broken terrain".
Roads:
A unit 3-4 figures wide, or limbered, and on a road for the whole turn
gets a 4" movement bonus.
Fieldworks:
Light works are treated as a type of obstacle;
they usually give soft cover vs. combat or shooting.
Heavy works give hard cover.
All fieldworks are broken terrain for troops inside or attacking them,
and are passable only to foot, at 2" per rank crossing.
Shooting over or Past Fieldworks:
Fieldworks may be shot over by troops on the same
contour level, but any target past the works
is considered protected by the works.
If shooting over works on a lower contour
level, the works protect figures within
4" of their rear edge.
Broken Ground Inside or Behind Fieldworks:
All the area inside works is broken ground.
For linear works, the "broken ground" zone extends for 2" along the inner edge
of the works.
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"Pinning":
This rule simulates the panic and confusion that
a unit would suffer if it tried to maneuver
when under fire or in danger from an enemy
attack.
If a unit changes formation, facing (including about face),
or frontage within 6" of an enemy unit,
it suffers 1 rout hit and is unsteady for the rest of the turn.
Skirmishers can also pin enemy units
(this is one of their main uses).
Pursuit:
This rules simulates the uncontrolled pursuits that
troops would often enter, and the
dangers of allowing this to happen.
- Pursuit may occur when a unit routs all
the enemies it is fighting in a single turn.
- Units never pursue faster troops.
- To see if the unit enters pursuit, roll 1D10,
needing a score of 1-4 to enter pursuit.
- The pursuing unit follows the slowest routing enemy
along the enemy's rout path, remaining in contact at the end of the
rout move.
- If the router moves through a friend, the
pursuing unit then charges into the new enemy and
fights it normally. However, it must still
recover from pursuit when this new combat ends.
- The pursuers may halt at the edge of impassable
terrain, or the edge of the table, suffering 1 rout hit due to disorganization.
The unit is unsteady for the rest of the turn, and may not move later that turn.
- The routed unit suffers double rout hits, representing hits during pursuit.
- If the routed unit is shattered, the pursuers
still move the listed distance, or 12" if
the enemy was shattered right away.
- If the enemy is still around, the unit then fights
another round with them.
- Once the enemy is routed off the table, or shattered, the pursuing unit
must stand for 1 turn to recover. It is unsteady while recovering.
- The unit must perform recovery
after any combat where it entered pursuit,
even if this happened on a previous round of combat.
To recover from pursuit:
- The unit must roll a 7-10.
- The unit must then stand for 1 turn to recover.
- Make the roll each turn, at the start of that pursuer's
movement (which can be bad if you don't have initiative).
Danger to leaders:
If a leader is attached to a unit that suffers 3 or more hits,
roll a die: On a "1" the leader is wounded or killed,
and is removed from play. Rout hits do not count here.
Command Initiative:
Give each leader 1-4 "command points".
A leader must "burn" a command point to cause one of his units to charge or perform
a formation change.
Units out of Command Radius may never charge or change formation.
Roll for command points as follows:
- 1-3 = 1 Pt,
- 4-7 = 2 Pts,
- 8-9 = 3 Pts,
- 10 = 4 Pts.
Voluntary Rout:
If a unit has a leader within 2",
it may perform a voluntary rout move, just as if it had failed morale.
It rolls on the rout distance chart, and
suffers the full effects of the rout.
This is usually done as an emergency move to get out of
a very bad situation.
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